In Another Junkyard: The Other Brothers

Share this:

I think The Other Brothers, soon to star in their own “family friendly adventure”, may be distant relatives of The Great Giana Sisters. I thought I’d written about the game before because I know for sure that I’ve watched the teaser trailer a few times and hoped that, despite the Mario connections, the game was going to be pointy and clicky rather than runny and jumpy. The footage just released to /The Indie Game Magazine suggests there will be no pointing or clicking at all, which makes me sad, but perhaps you enjoy having handsome lip furniture, and jumping up and down while being assaulted by giant rats in abandoned warehouses?

Jump, stomp, jump, stomp. Now look at this earlier trailer to see why I was interested in the first place.

17 Comments

I’m one of those people who don’t mind pixelated graphics.
For some reason, though, chiptunes are really getting on my nerves. They’re ok in small doses to my ears, but I just can’t stand them as background theme in a whole game.

Also, they spelled “dont” without apostrophe. That also really really bothers me. Can’t they at LEAST spellcheck what they wrote? It’s their damn job!
Even if I might be one of the last people on Earth to actually care for apostrophes.

Hiya, I’m one of the developers of this game and we’re really pleased to see it on Rock, Paper Shotgun!

To answer a few questions… yes the retro lucasarts titles are some of the influences behind The Other Brothers. It’s really a celebration of everything retro, and it certainly is not all platforming! there’s great cut scenes in realtime (like DOTT) and more. Influences are taken from everywhere.

The video shown is just a quick alpha version footage of the platform action, there’s so much more to it that I wish I could reveal but I can’t. But rest assured the game will surprise you with non-platform stuff as well :-) As it says, it is just alpha footage… I hope you guys will love it though! :D

The main sprites need to be redone. Larger features, the whole body needs to be in motion, not just the stick-legs. No, it doesn’t get a pass because that’s the character’s personality.

The enemies and open spaces are too large. The level design needs to be obstacle based, not travel based. If you’re going to ‘evoke’ mario, then running and jumping needs to be almost completely subsumed by whatever the characters are actually doing. Ie the player should not be thinking about jumping on enemies, they already know that part. They should be….you’re the designer, not me. I’m not getting paid for this.

The music took me right back to a Scrappy-doo platformer on the Atari ST. I sense some time ahead digging out an emulator, finally getting it to work and discovering the game is harder than I remember…